Bullet simulation's erratic behavior... Help Please!
Posted: Fri Apr 17, 2009 12:07 am
Hi, I am having problems with bullet's simulation of rigid bodies. An example of this behavior may be found at http://www.youtube.com/watch?v=fREpAAth-wc. I have created a creature of three rigid bodies and two btGeneric6DOFConstraint's. The constraint limits are:
lower=[0.75 * -M_PI ; 0.75 * -M_PI_2; 0.75 * -M_PI_2]
upper=[0.75 * M_PI; 0.75 * M_PI_2 ; 0.75 * M_PI_2 ]
In the video, the creature is not exerting forces nor torques at any time. It was created and then put into the environment.
What can I do to avoid such behavior? I have tried setting the constraints' points farther away but that did not help. If that behavior is related to interpenetration between rigid bodies, is there a way to avoid or to minimize such reactions?
I would really appreciate any help. I need to finish my thesis no later than next monday .
Thanks all!!!
lower=[0.75 * -M_PI ; 0.75 * -M_PI_2; 0.75 * -M_PI_2]
upper=[0.75 * M_PI; 0.75 * M_PI_2 ; 0.75 * M_PI_2 ]
In the video, the creature is not exerting forces nor torques at any time. It was created and then put into the environment.
What can I do to avoid such behavior? I have tried setting the constraints' points farther away but that did not help. If that behavior is related to interpenetration between rigid bodies, is there a way to avoid or to minimize such reactions?
I would really appreciate any help. I need to finish my thesis no later than next monday .
Thanks all!!!